Introduction

An ice fairy often sighted around the misty lake near the Scarlet Devil Mansion. She is exceptionally powerful for her kind, though she is quite childish and not the brightest fairy around.

In this game, Cirno's strengths are her speed, and her outstanding corner pressure game. Her small size and floating jump aid in her mobility, and she also has a long backdash, helping her get out when necessary. She posesses some extremely fast melee moves, and her 5C is a great all-purpose bullet. Cirno's corner blockstrings are powerful. However, Cirno often has trouble cornering her enemy due to her lack of neutral tools. To play Cirno, one must master her combos and powerful blockstrings, as well as be proficient at the movement needed to land them.

Pros:

Possesses very fast normals

Good mobility

Great corner pressure

Small hurtbox

Attacks have similar animations, adding to her mixup game

Cons:

Poor projectiles

Lackluster neutral game

Very short range

Notables:

Cirno floats when descending from a jump. The float is able to be directed left and right. Any air action will cancel it.

5[B]: Cirno fires 6 icicles in at the opponent. Can be held past the charge flash to fire 9 icicles.

2B: Cirno throws an ice block at the ground, which explodes upwards into 5 icicles that fly upwards from in front of her.

j.5B: Aerial 5B.

j.5[B]: Aerial 5[B].

j.2B: Cirno throws an ice block downwards, which explodes in a similar fashion to 2B when it touches the ground. The block will do no damage until it explodes.

Cirno's 6B bullets fire a ice spear. Denser than her other projectiles. Comes out slower than her other bullets. Deals 3/4 orb of spirit damage. Has a good amount of pushback on block.

6B: Cirno fires an ice spear at the opponent. The move can be held to delay the release.

j.6B: Aerial 6B.

Cirno's 5C attack is a quickly spreading ice crystal that hits each time it grows in size. Comes out quickly, but has a late cancel period. A dense and powerful bullet that covers a lot of space, but has short range. Up to 5 hits, does a 1.5 orbs of damage maximum.

5C: Cirno fires a burst of ice in front of her.

j.5C: Aerial 5C.

Cirno's 6C bullet fires a trail of ice shards across the screen that follows the target. The trail does no damage while it is forming. A short moment after the ice trail is formed, the shards will explode, causing damage. Does not interact with enemy bullets. Slow to come out. Each shard does 1/4 orb of spirit damage on block.

6C: Cirno fires a trail of ice shards.

j.6C: Aerial 6C.

Cirno's 2C creates a ball of ice above her head. As the button is held, the size of the ball will increase, but not the damage. If the ball is hit a bullet while it is formed, it will break, but Cirno will not take damage. When the button is released, the ball will be thrown in an arc. Deals 1 orb of spirit damage on block.

2C: Cirno forms a ball of ice above her.

j.2C: Aerial 2C.

Special Moves

Click the name of each skill for details. Also see Cirno/Skill Cards for a in-depth skills listing.

Three Cost Cards

Cirno fires a large ball of ice that shoots out icicles like a sprinkler. It goes halfway through the level, making two full spins of icicles.

Cold Body "Super Ice Kick"

Cirno leaps into the air and kicks down into the opponent, hitting 16 times. It will whiff on point-blank. Hits high. Does not work in Typhoon, though.

Ice Sign "Sword Freezer"

Cirno takes out a huge sword made of ice and spins the opponent into the air 5 times. 100% limit if the final slash hits (where most of the damage is weighted). Quick startup, but has no invincibility frames. Hits high.

Freeze Sign "Freeze Atmosphere"

Cirno spins around to generate freezing air, which then trails behind her for a short time. After a moment, the trail will gradually burst into ice like a fuse, hitting the opponent. Max is usually 4 hits, Blockers block 10 hits though. it will hit 10 times in Typhoon weather. 3 orbs in total of spirit damage.

Cold Sign "Instant Freezing Beam"

Cirno shoots 3 beams of ice from her hands, hitting the opponent 45 times at melee range, holding a direction will tilt the beams. Drains up to 2 orbs on block.

Four Cost Cards

Frost Sign [Frost Columns]

Cirno covers the ground with ice, hitting the opponent 1-3 times and temporarily freezing them. Cirno is able to hit frozen opponents. Does 2 orbs of damage if blocked.

Blowing Ice "Ice Tornado"

Cirno summons a huge tornado, hitting the opponent 1-18 times. Reversal. Does a little under 2 orbs in spirit damage if blocked.

Five Cost Cards

Freeze Sign "Perfect Freeze"

Cirno leaps up in the air to do her signature move. First, she spreads white bullets all over the screen. Then, the screen will freeze. This will freeze all the ice bullets, and if the enemy is hit by the freeze, they will be unable to move.

Ice Cube [Great Crusher] (Ground) Costs 5 cards

CIRNO SMASH PUNY WEAKLING WITH GLACIER. Huge damage. This move is extremely fast and cannot be airblocked or lowblocked, making it good for catching an opponent off guard.

Notes: 100% Limit. After Frost Pillar Trap activates follow up with this combo. on the unlikely event that you activate Frost pillar directly on opponent upon casting it, you must watch spacing and HJC for follow up.

Notes: Generally will not work properly without some starting momentum from a dash first. 100% limit if all hits of the snowball connect. Release the snowball just before the final hit for maximum damage. A pretty good way to punish a sloppy opponent who has you cornered and leaves themselves open by using non-airtight bullet blockstrings for pressure.

Notes: Corner Only. 100% limit if most of the 5C icicles hit. Use the j.2A, j.6A, and j.8A enders depending on the opponent's position relative to yours. Damage depends on ender used and amount of icicles that hit. for smaller opponents who won't be hit with most icicles, j.5C or 623 B/C can be tacked on the end for extra damage and the limit knockdown.

j.5A/j.2A j.6B j.5C - 2000 / 1750 damage

Spirit Orb usage: 2

Notes: 100% limit if you use j.2A and delay j.5C enough. Leaves you in a better position and with more time for okizeme than other air combos.

j.5A/j.2A/j.8A j.5C j.623B - 1800-2300 / 1650 / 1750 damage

Spirit Orb usage: 2

Notes: No limit knockdown if using j.5A. Limit knockdown possible with j.2A if you allow all hits to connect. Large damage ranges because of the random natures of j.5C and j.623B